First things first, I know I missed the previous two opendev. Will there be another, for example, at sometime during the winter break?
Then it comes some general comments from an old player of strategic games. A friend recommended this game to me days ago. I really love it and preordered it immediately, even I have just watched some opendev videos. I always have the feeling that the community needs a new grand strategy game based on human history with more realistic terrains, cities. For now I hope humankind can be the new strategy game many people are waiting for.
I think it's quite common for people to compare humankind to civilization, as most people in this forum are perhaps old players of civ. I started playing civilization series when I was an undergraduate. For now I had 700+ hours in civ 5 and 1200+ hours in civ6. I think the release of civ6 is a success at that time but it gradually shows its problems. The introduction of districts and adjacency bonus of districts was a success at that time and the graphical display of wonder in game is very cool. But Districts and wonders completely occupy a tile which can not be worked. In many cases people struggle between a good districts and a good workable time. In the late game districts and wonders spread across your empires and your citizen gets unemployed or worked in buildings of districts with very few outputs, simply because you take their mines and farmlands for districts. I think the settings of civ are unrealistic in two ways, in which humankind is more realistic:
1. Despite modern city becomes larger and larger, cities still occupy much less land compared to agriculture and industry. building an aqueduct and gets your famer unemployed? Build a neighborhood whose people can only work on farmland whose area is six times the area of the neighborhood? does not make. I do not mind showing a giant aqueduct in the map; but at least that aqueduct should not make a dead, unworkable tile. I pretty much like that extensions in humankind provides yield corresponding to its type. A farmer's quarter should naturally provide food yield of the land where the quarter is build on.
2. The infrastructures of cities should provide more working opportunity rather than gets your citizen unemployed. In civ 6 citizen yields in districts are much worse than the citizen yields in nearly any, even unimproved, tile. An engineer in a factory of industrial zone can produce 2 production while a citizen working on a plain hill mine can produce at least +1 food and +4 production in medieval era. Totally unrealistic. I pretty much like that in humankind, citizen does not work on a specific tiles; instead they work in "slots" that are provided by infrastructures. This is what happens in the urbanization process, where people move from countryside to unban areas and making much more production in factories than mining dirt in countryside.
All in all I think many strategic games of building an empire/civilization heavily depends on how one can utilizes tiles and I think the current settings of tiles yields and citizens seem quite realistic and playable.
I definitely think there will be some kind of opendev before the game is released. There looks to be quite a gap between the next culture reveals, so it would be a missed opportunity if there wasn’t something.
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I also believe there will probably be more openDevs before the final release. Plus, contemporary era cultures and emblematic units/quarteres will be revealed by Dev at the time close to official release. (to keep public interest I guess, which is fair enough.)
The devs do not currently have any plans for another open Dev. There are a few more months to go before launch and they may want to seek large scale feedback on late game mechanics, so it's quite possible there will be another. Almost none of the late game mechanics have been revealed yet, so obviously they haven't gathered any feedback on them.
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